
I
Rendering
Real-time rendering is not only an integral part of this book series, it is also
an exciting field where one can observe rapid evolution and advances to meet
the ever-rising demands of game developers and game players. In this section we
introduce new techniques that will be interesting and beneficial to both hobbyists
and experts alike—and this time these techniques do not only include classical
rendering topics, but also cover the use of rendering pipelines for fast physical
simulations.
The first chapter in the rendering section is “Per-Pixel Lists for Single Pass A-
Buffer,” by Sylvain Lefebvre, Samuel Hornus and Anass Lasram. Identifyin